\(
\newcommand{\P}[]{\unicode{xB6}}
\newcommand{\AA}[]{\unicode{x212B}}
\newcommand{\empty}[]{\emptyset}
\newcommand{\O}[]{\emptyset}
\newcommand{\Alpha}[]{Α}
\newcommand{\Beta}[]{Β}
\newcommand{\Epsilon}[]{Ε}
\newcommand{\Iota}[]{Ι}
\newcommand{\Kappa}[]{Κ}
\newcommand{\Rho}[]{Ρ}
\newcommand{\Tau}[]{Τ}
\newcommand{\Zeta}[]{Ζ}
\newcommand{\Mu}[]{\unicode{x039C}}
\newcommand{\Chi}[]{Χ}
\newcommand{\Eta}[]{\unicode{x0397}}
\newcommand{\Nu}[]{\unicode{x039D}}
\newcommand{\Omicron}[]{\unicode{x039F}}
\DeclareMathOperator{\sgn}{sgn}
\def\oiint{\mathop{\vcenter{\mathchoice{\huge\unicode{x222F}\,}{\unicode{x222F}}{\unicode{x222F}}{\unicode{x222F}}}\,}\nolimits}
\def\oiiint{\mathop{\vcenter{\mathchoice{\huge\unicode{x2230}\,}{\unicode{x2230}}{\unicode{x2230}}{\unicode{x2230}}}\,}\nolimits}
\)
Premultiplied Alpha is a where the RGB values are multiplied by the alpha.
This is useful if you need to rendering multiple objects from back to front while keeping the alpha channel.
Additionally, it can be used to apply blurring between transparent and non-transparent pixels.
Rendering With Transparency
In OpenGL, set your blending mode as
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)